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(minor tweak) Titan cannon animation

Started by APCs r evil, April 24, 2004, 05:41:01 PM

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DarkFox

Quotefox, im not so sure because we got a fac to 0 health and 3 pilots pulsed it and we killed it...
Zero.
Nothing.
No damage.
Not even 1 damage
Not even half a damage.
Not even a bit of graffiti.

APCs r evil

Quote from: Jwk the Hemp MonkeyHow about this, we give ARC splash damage of 1M when it hits the ground.

Sounds great, sort of like an electrical discharge. :-D
But what if the titan had quill or maybe sonic? Also what if the pilot was too close to the titan so the splash damage wouldn't hurt?


Ok since you are all wondering why on earth a titan would have Quill here is a hypothetical situation, say the enemy just sent the titan AT stab or Plasma cannon and that your Overseer Array just got destroyed and you only had time to rebuild the Antenna not the Overseer and that the titan had a lot of ships passing through it's area and you didnt want it to be stuck with AT or Plasma. 8)

Jwk the Hemp Monkey

well, qull has a 'bit' of spread...and sonic does damage to the ground...and plasma...wel....lol....

sorted



Give Arc a 1m splash damage when it hits the ground. The titan still looks cool, and keeps its 'heavy locked cannon ' affect.


as i said, sorted.

APCs r evil

Quote from: PhoeniX-FlamEfox, im not so sure because we got a fac to 0 health and 3 pilots pulsed it and we killed it...

I have to wonder about that myself because back in an IA game in 1.0 about 3 months after i started playing BZ2, one of my AI pilots decided to attack an enemy extractor (no idea how or why) and I sat there thinking,"Damn that poor bastard will be there forever." But when I came back to the extractor I'd say about an hour later it was in deep yellow about 3 SP stabs away from red, and I was the only thing going past it. Of course I did have a few archers running around on the cliffs next to my base from time to time (this is alien dunes BTW) but i think they were too far away from the extractor to attack it. :s

PhoeniX-FlamE

thats realy weird..  i could almost be sure we pulsed a fac to death...


can a bump do any dmg?
say a tank coming in very fast and getting stuck in it?

DarkFox

No, bumps don't do any damage either.
When this happens it usually turns out to be pulse stabber or fireballgun passing by the factory, but sometimes it's explosions.

Spawn

well if you crash into something you get hurt, so it could be the same with unmoving obyects.  I know once i crashinto a gt with a mauler, almost killed it, then died, but the mauler exploding finished it off   :D

APCs r evil

Ok I just measured the titan's Y arc and the closest to it it's cannons will hit is about 35m away.

Spawn

cant the titan just run over anything in that range?

APCs r evil


Spawn

then couldnt the ai be made smarter?  I know that sav class units (furys) automatically move over pilots which automatically kills them.  Would it be really hard to program that into treaded units also?

APCs r evil

If you have ever been ran over by a treaded unit you will notice that it rarely kills you unless it's moving full speed.

Jwk the Hemp Monkey


DarkFox

How about just leaving the titan weaker against tiny units at short range?
After all, it's high vantage-point is a huge advantage for defending your service trucks, why not leave the weakness in there too, rather than demanding changes for just about every merit or flaw in the game?

APCs r evil

Well your right about the high vantage point and I guess the impact sphere or whatever it's called will still catch the cannon ordnance no matter how close a ship gets, and anyway the beeping noise you hear when something is under attack will draw you to the titan pretty fast, at least it always draws me pretty fast.
But still were the non-converging cannons left like that for balance purposes?